paladin

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +0 Divine grace, lay on hands
3rd +3 +3 +1 +1 Aura of courage, divine health
4th +4 +4 +1 +1 Turn undead 0
5th +5 +4 +1 +1 Smite evil 2/day, special mount 0
6th +6/ +1 +5 +2 +2 Remove disease 1/week 1
7th +7/ +2 +5 +2 +2 Righteous cause 1
8th +8/ +3 +6 +2 +2 Righteous cause 1 0
9th +9/ +4 +6 +3 +3 Remove disease 2/week 1 0
10th +10/ +5 +7 +3 +3 Smite evil 3/day 1 1
11th +11/ +6/ +1 +7 +3 +3 Righteous cause 1 1 0
12th +12/ +7/ +2 +8 +4 +4 Remove disease 3/week 1 1 1
13th +13/ +8/ +3 +8 +4 +4 Righteous cause 1 1 1
14th +14/ +9/ +4 +9 +4 +4 Righteous cause 2 1 1 0
15th +15/ +10/ +5 +9 +5 +5 Remove disease 4/week, smite evil 4/day 1 1 1 1
16th 16/c11/c+6/c+1 +10 +5 +5 Righteous cause 2 2 1 1
17th +17/ +12/ +7/ +2 +10 +5 +5 Righteous cause 2 2 2 1
18th +18/ +13/ +8/ +3 +11 +6 +6 Remove disease 5/week 3 2 2 1
19th +19/ +14/ +9/ +4 +11 +6 +6 Righteous cause 3 3 3 2
20th +20/ +15/ +10/ +5 +12 +6 +6 Smite evil 5/day 3 3 3 3
  • Alignment: Lawful good.
  • Hit Die: d10.
  • Class Skills
    The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
  • Skill Points at 1st Level (2 + Int modifier) ×4.
  • Skill Points at Each Additional Level 2 + Int modifier.
  • Class Features
    All of the following are class features of the paladin.
  • Weapon and Armor Proficiency
    Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
  • Aura of Good (Ex)
    The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
  • Detect Evil (Sp)
    At will, a paladin can use detect evil, as the spell.
  • Smite Evil (Su)
    Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
    At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
  • Divine Grace (Su)
    At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
  • Lay on Hands (Su)
    Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
    Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
  • Aura of Courage (Su)
    Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
    This ability functions while the paladin is conscious, but not if she is unconscious or dead.
  • Divine Health (Ex)
    At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
  • Turn Undead (Su)
    When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
  • Spells
    Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
    To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
    Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
    A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
    Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
  • Special Mount (Sp)
    Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
    Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
    Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
    Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
  • Remove Disease (Sp)
    At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
  • Righteous Cause (Ex): Starting at 7th level, a paladin is either rewarded with a bonus to form a lawful community or route out duplicitous intent. The paladin gains an additional bonus at 8th, 11th, 13th, 14th, 16th, 17th, and 19th level. The bonus must be drawn from one of the following two abilities.
  • Inspiring Presence (Ex): A paladin can become the rallying standard for decency and fairness. If a paladin takes the Leadership feat (see page 106 of the Dungeon Master’s Guide), the character gains +1 to her leadership score, but only for the purpose of attracting 1st-level followers.
  • Discerning Insight (Ex): A paladin can recognize when a person is trustworthy or not, giving the character a +1 bonus on Sense Motive checks when trying to get a “hunch” about the subject’s personality after a 1-minute conversation (see Sense Motive on page 81 of the Player’s Handbook).
  • Code of Conduct
    A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
    Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
    Associates
    While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
  • Ex-Paladins
    A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
    Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

paladin

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